/*
 * Copyright (C) Volition, Inc. 1999.  All rights reserved.
 *
 * All source code herein is the property of Volition, Inc. You may not sell 
 * or otherwise commercially exploit the source or things you created based on the 
 * source.
 *
*/ 




#include "mission/missionmessage.h"
#include "mission/missiontraining.h"
#include "hud/hudmessage.h"
#include "hud/hudgauges.h"
#include "hud/hudtarget.h"
#include "io/timer.h"
#include "parse/parselo.h"
#include "gamesnd/gamesnd.h"
#include "gamesequence/gamesequence.h"
#include "anim/animplay.h"
#include "hud/hud.h"
#include "ship/ship.h"
#include "ship/subsysdamage.h"
#include "weapon/emp.h"
#include "localization/localize.h"
#include "demo/demo.h"
#include "hud/hudconfig.h"
#include "sound/fsspeech.h"
#include "species_defs/species_defs.h"
#include "parse/sexp.h"
#include "iff_defs/iff_defs.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"


int Valid_builtin_message_types[MAX_BUILTIN_MESSAGE_TYPES]; 
// here is a text list of the builtin message names.  These names are used to match against
// names read in for builtin message radio bits to see what message to play.  These are
// generic names, meaning that there will be the same message type for a number of different
// personas
char *Builtin_message_types[MAX_BUILTIN_MESSAGE_TYPES] =
{
//XSTR:OFF
	"Arrive Enemy",
	"Attack Target",
	"Beta Arrived",
	"Check 6",
	"Engage",
	"Gamma Arrived",
	"Help",
	"Praise",
	"Backup",
	"Ignore Target",
	"No",
	"Oops 1",
	"Permission",			// AL: no code support yet
	"Stray",					// DA: no code support
	"Depart",
	"yes",
	"Rearm on Way",
	"On way",
	"Rearm warping in",
	"No Target",
	"Docking Start",		// AL: no message seems to exist for this
	"Repair Done",
	"Repair Aborted",
	"Traitor",
	"Rearm",
	"Disable Target",
	"Disarm Target",
	"Player Dead",
	"Death",
	"Support Killed",
	"All Clear",			// DA: no code support
	"All Alone",
	"Repair",
	"Delta Arrived",
	"Epsilon Arrived",
	"Instructor Hit",
	"Instructor Attack",
	"Stray Warning",
	"Stray Warning Final",
	"AWACS at 75",
	"AWACS at 25",
	"Praise Self", 
	"High Praise",
	"Rearm Primaries",
	"Primaries Low",
//XSTR:ON
};

SCP_vector<MMessage> Messages;

int Num_messages, Num_message_avis, Num_message_waves;
int Num_builtin_messages, Num_builtin_avis, Num_builtin_waves;

int Message_debug_index = -1;

SCP_vector<message_extra> Message_avis;
SCP_vector<message_extra> Message_waves;

#define MAX_PLAYING_MESSAGES		2

#ifdef FS2_DEMO
	#define MAX_WINGMAN_HEADS			1
	#define MAX_COMMAND_HEADS			1
#else
#define MAX_WINGMAN_HEADS			2
#define MAX_COMMAND_HEADS			3
#endif

//XSTR:OFF
#define HEAD_PREFIX_STRING			"head-"
#define COMMAND_HEAD_PREFIX		"head-cm1"
#define COMMAND_WAVE_PREFIX		"TC_"
#define SUPPORT_NAME					"Support"
//XSTR:ON

// variables to keep track of messages that are currently playing
int Num_messages_playing;						// number of is a message currently playing?

typedef struct pmessage {
	anim_instance *anim;		// handle of anim currently playing
	int wave;					// handle of wave currently playing
	int id;						// id of message currently playing
	int priority;				// priority of message currently playing
	int shipnum;				// shipnum of ship sending this message,  -1 if from Terran command
	int builtin_type;			// if a builtin message, type of the message
} pmessage;

LOCAL pmessage Playing_messages[MAX_PLAYING_MESSAGES];

int Message_shipnum;						// ship number of who is sending message to player -- used outside this module

// variables to control message queuing.  All new messages to the player are queued.  The array
// will be ordered by priority, then time submitted.

#define MQF_CONVERT_TO_COMMAND		(1<<0)			// convert this queued message to terran command
#define MQF_CHECK_ALIVE					(1<<1)			// check for the existence of who_from before sending

typedef struct message_q {
	fix	time_added;					// time at which this entry was added
	int	window_timestamp;			// timestamp which will tell us how long we have to play the message
	int	priority;					// priority of the message
	int	message_num;				// index into the Messages[] array
	char *special_message;			// Goober5000 - message to play if we've replaced stuff (like variables)
	char who_from[NAME_LENGTH];		// who this message is from
	int	source;						// who the source of the message is (HUD_SOURCE_* type)
	int	builtin_type;				// type of builtin message (-1 if mission message)
	int	flags;						// should this message entry be converted to Terran Command head/wave file
	int	min_delay_stamp;			// minimum delay before this message will start playing
	int	group;						// message is part of a group, don't time it out
} message_q;

#define MAX_MESSAGE_Q				30
#define MAX_MESSAGE_LIFE			F1_0*30		// After being queued for 30 seconds, don't play it
#define DEFAULT_MESSAGE_LENGTH	3000			// default number of milliseconds to display message indicator on hud
message_q	MessageQ[MAX_MESSAGE_Q];
int MessageQ_num;			// keeps track of number of entries on the queue.

#define MESSAGE_IMMEDIATE_TIMESTAMP		1000		// immediate messages must play within 1 second
#define MESSAGE_SOON_TIMESTAMP			5000		// "soon" messages must play within 5 seconds
#define MESSAGE_ANYTIME_TIMESTAMP		-1			// anytime timestamps are invalid

// Persona information
int Num_personas;
Persona *Personas = NULL;

char *Persona_type_names[MAX_PERSONA_TYPES] = 
{
//XSTR:OFF
	"wingman",
	"support",
	"large", 
	"command",
//XSTR:ON
};

int Default_command_persona;

///////////////////////////////////////////////////////////////////
// used to distort incoming messages when comms are damaged
///////////////////////////////////////////////////////////////////
static int Message_wave_muted;
static int Message_wave_duration;
static int Next_mute_time;

#define MAX_DISTORT_PATTERNS	2
#define MAX_DISTORT_LEVELS		6
static float Distort_patterns[MAX_DISTORT_PATTERNS][MAX_DISTORT_LEVELS] = 
{
	{0.20f, 0.20f, 0.20f, 0.20f, 0.20f, 0.20f},
	{0.10f, 0.20f, 0.25f, 0.25f, 0.05f, 0.15f}
};

static int Distort_num;		// which distort pattern is being used
static int Distort_next;	// which section of distort pattern is next

int Head_coords[GR_NUM_RESOLUTIONS][2] = {
	{ // GR_640
		7, 45
	},
	{ // GR_1024
		7, 66
	}
};

// forward declaration
void message_maybe_distort_text(char *text);

// following functions to parse messages.tbl -- code pretty much ripped from weapon/ship table parsing code

static void persona_parse_close()
{
	if (Personas != NULL) {
		vm_free(Personas);
		Personas = NULL;
	}
}

// functions to deal with parsing personas.  Personas are just a list of names that give someone
// sending a message an identity which spans the life of the mission
void persona_parse()
{
	int i;
	char type[NAME_LENGTH];

	static bool done_at_exit = false;
	if ( !done_at_exit ) {
		atexit( persona_parse_close );
		done_at_exit = true;
	}

	// this way should cause the least amount of problems on the various platforms - taylor
	Personas = (Persona*)vm_realloc( Personas, sizeof(Persona) * (Num_personas + 1) );

	if (Personas == NULL)
		Error(LOCATION, "Not enough memory to allocate Personas!" );

	memset(&Personas[Num_personas], 0, sizeof(Persona));

	required_string("$Persona:");
	stuff_string(Personas[Num_personas].name, F_NAME, NAME_LENGTH);

	// get the type name and set the appropriate flag
	required_string("$Type:");
	stuff_string( type, F_NAME, NAME_LENGTH );
	for ( i = 0; i < MAX_PERSONA_TYPES; i++ ) {
		if ( !stricmp( type, Persona_type_names[i]) ) {

			Personas[Num_personas].flags |= (1<<i);

			// save the Command persona in a global
			if ( Personas[Num_personas].flags & PERSONA_FLAG_COMMAND ) {
				// always use the most recent Command persona
				// found, since that's how retail does it
				Default_command_persona = Num_personas;
			}

			break;
		}
	}

	char cstrtemp[NAME_LENGTH];
	if ( optional_string("+") )
	{
		stuff_string(cstrtemp, F_NAME, NAME_LENGTH);

		for (int j = 0; j < (int)Species_info.size(); j++)
		{
			if (!strcmp(cstrtemp, Species_info[j].species_name))
			{
				Personas[Num_personas].species = j;
				break;
			}
		}
	}

	if ( i == MAX_PERSONA_TYPES )
		Error(LOCATION, "Unknown persona type in messages.tbl -- %s\n", type );


	Num_personas++;
}

// two functions to add avi/wave names into a table
int add_avi( char *avi_name )
{
	int i;
	message_extra extra; 

	Assert (strlen(avi_name) < MAX_FILENAME_LEN );

	// check to see if there is an existing avi being used here
	for ( i = 0; i < (int)Message_avis.size(); i++ ) {
		if ( !stricmp(Message_avis[i].name, avi_name) )
			return i;
	}

	// would have returned if a slot existed.
	strcpy_s( extra.name, avi_name );
	extra.num = -1;
	extra.anim_data = NULL;
	Message_avis.push_back(extra); 
	Num_message_avis++;
	return ((int)Message_avis.size() - 1);
}

int add_wave( char *wave_name )
{
	int i;
	message_extra extra; 

	Assert (strlen(wave_name) < MAX_FILENAME_LEN );

	// check to see if there is an existing wave being used here
	for ( i = 0; i < (int)Message_waves.size(); i++ ) {
		if ( !stricmp(Message_waves[i].name, wave_name) )
			return i;
	}

	strcpy_s( extra.name, wave_name );
	extra.num = -1;
	Message_waves.push_back(extra);
	Num_message_waves++;
	return ((int)Message_waves.size() - 1);
}

// parses an individual message
void message_parse(bool importing_from_fsm)
{
	MissionMessage msg;
	char persona_name[NAME_LENGTH];

	required_string("$Name:");
	stuff_string(msg.name, F_NAME, NAME_LENGTH);

	// team
	msg.multi_team = -1;
	if(optional_string("$Team:")){
		int mt;
		stuff_int(&mt);

		// keep it real
		if((mt < 0) || (mt >= MAX_TVT_TEAMS)){
			mt = -1;
		}

		// only bother with filters if multiplayer and TvT
		if(Fred_running || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ){
			msg.multi_team = mt;
		}
	}

	// backwards compatibility for old fred missions - all new ones should use $MessageNew
	if(optional_string("$Message:")){
		stuff_string(msg.message, F_MESSAGE, MESSAGE_LENGTH);
	} else {
		required_string("$MessageNew:");
		stuff_string(msg.message, F_MULTITEXT, MESSAGE_LENGTH);
	}

	msg.persona_index = -1;
	if ( optional_string("+Persona:") ) {
		stuff_string(persona_name, F_NAME, NAME_LENGTH);
		msg.persona_index = message_persona_name_lookup( persona_name );
	}

	if ( !Fred_running)
		msg.avi_info.index = -1;
	else
		msg.avi_info.name = NULL;

	if ( optional_string("+AVI Name:") ) {
		char avi_name[MAX_FILENAME_LEN];

		stuff_string(avi_name, F_NAME, MAX_FILENAME_LEN);

		// Goober5000 - for some reason :V: swapped Head-TP1
		// and Head-TP4 in FS2
		if (importing_from_fsm && !strnicmp(avi_name, "Head-TP1", 8))
			avi_name[7] = '4';

		if ( !Fred_running ) {
			msg.avi_info.index = add_avi(avi_name);
		} else {
			msg.avi_info.name = vm_strdup(avi_name);
		}
	}

	if ( !Fred_running )
		msg.wave_info.index = -1;
	else
		msg.wave_info.name = NULL;

	if ( optional_string("+Wave Name:") ) {
		char wave_name[MAX_FILENAME_LEN];

		stuff_string(wave_name, F_NAME, MAX_FILENAME_LEN);
		if ( !Fred_running ) {
			msg.wave_info.index = add_wave(wave_name);
		} else {
			msg.wave_info.name = vm_strdup(wave_name);
		}
	}

	Num_messages++;
	Messages.push_back(msg); 
}

void parse_msgtbl()
{
	char *p1, *p2, *p3;
	int i, j;

	// open localization
	lcl_ext_open();

	//speed things up a little by setting the capacities for the message vectors to roughly the FS2 amounts
	Messages.reserve(500);
	Message_waves.reserve(300);
	Message_avis.reserve(30);

	read_file_text("messages.tbl", CF_TYPE_TABLES);
	reset_parse();
	Num_messages = 0;
	Num_personas = 0;

	// Goober5000 - ugh, nasty nasty hack to fix the FS2 retail tables
	p1 = strstr(Mp, "#End");
	*(p1+4)=0;
	p1 = strstr(Mp, "2926");
	if (p1)
	{
		p2 = strstr(p1, "Vawacs25.wav");
		p3 = strstr(p1, "$Name");
		if (p2 && p3 && (p2 < p3))
		{
			replace_one(p2, "Vawacs25.wav", "Awacs25.wav", 500);
		}
	}
	p1 = strstr(Mp, "2927");
	if (p1)
	{
		p2 = strstr(p1, "Awacs75.wav");
		p3 = strstr(p1, "$Name");
		if (p2 && p3 && (p2 < p3))
		{
			replace_one(p2, "Awacs75.wav", "Vawacs75.wav", 500);
		}
	}

	// Goober5000 - now we can start parsing
	required_string("#Personas");
	while ( required_string_either("#Messages", "$Persona:")){
		persona_parse();
	}

	required_string("#Messages");
	while (required_string_either("#End", "$Name:")){
		message_parse();
	}

	required_string("#End");

	// save the number of builtin message things -- make initing between missions easier
	Num_builtin_messages = Num_messages;
	Num_builtin_avis = Num_message_avis;
	Num_builtin_waves = Num_message_waves;

	
	memset(Valid_builtin_message_types, 0, sizeof(int)); 
	// now cycle through the messages to determine which type of builtins we have messages for
	for (i = 0; i < Num_builtin_messages; i++) {
		for (j = 0; j < MAX_BUILTIN_MESSAGE_TYPES; j++) {
			if (!(stricmp(Messages[i].name, Builtin_message_types[j]))) {
				Valid_builtin_message_types[j] = 1; 
				break;
			}
		}
	}

	// close localization
	lcl_ext_close();
}

// this is called at the start of each level
void messages_init()
{
	int rval, i;
	static int table_read = 0;

	if ( !table_read ) {
		Default_command_persona = -1;

		if ((rval = setjmp(parse_abort)) != 0) {
			mprintf(("TABLES: Unable to parse '%s'!  Error code = %i.\n", "messages.tbl", rval));
			return;
		}

		parse_msgtbl();
		table_read = 1;
	}

	// reset the number of messages that we have for this mission
	Num_messages = Num_builtin_messages;
	Num_message_avis = Num_builtin_avis;
	Num_message_waves = Num_builtin_waves;
	Message_debug_index = Num_builtin_messages - 1;

	// initialize the stuff for the linked lists of messages
	MessageQ_num = 0;
	for (i = 0; i < MAX_MESSAGE_Q; i++) {
		MessageQ[i].priority = -1;
		MessageQ[i].time_added = -1;
		MessageQ[i].message_num = -1;
		MessageQ[i].builtin_type = -1;
		MessageQ[i].min_delay_stamp = -1;
		MessageQ[i].group = 0;

		// Goober5000
		MessageQ[i].special_message = NULL;
	}
	
	// this forces a reload of the AVI's and waves for builtin messages.  Needed because the flic and
	// sound system also get reset between missions!
	for (i = 0; i < Num_builtin_avis; i++ ) {
		Message_avis[i].anim_data = NULL;
	}

	for (i = 0; i < Num_builtin_waves; i++ ){
		Message_waves[i].num = -1;
	}

	Message_shipnum = -1;
	Num_messages_playing = 0;
	for ( i = 0; i < MAX_PLAYING_MESSAGES; i++ ) {
		Playing_messages[i].anim = NULL;
		Playing_messages[i].wave = -1;
		Playing_messages[i].id = -1;
		Playing_messages[i].priority = -1;
		Playing_messages[i].shipnum = -1;
		Playing_messages[i].builtin_type = -1;
	}

	// reinitialize the personas.  mark them all as not used
	for ( i = 0; i < Num_personas; i++ ){
		Personas[i].flags &= ~PERSONA_FLAG_USED;
	}

	Message_wave_muted = 0;
	Next_mute_time = 1;

	//wipe all the non-builtin messages
	Messages.erase((Messages.begin()+Num_builtin_messages), Messages.end()); 
	Message_avis.erase((Message_avis.begin()+Num_builtin_avis), Message_avis.end()); 
	Message_waves.erase((Message_waves.begin()+Num_builtin_waves), Message_waves.end()); 
}

// free a loaded avi
void message_mission_free_avi(int m_index)
{
	int rc = 0, try_count = 0;

	// check for bogus index
	if ( (m_index < 0) || (m_index >= Num_message_avis) )
		return;

	// Make sure this code doesn't get run if the talking head guage is off
	// helps prevent a crash on jump out if this code doesn't work right
	if ( !hud_gauge_active(HUD_TALKING_HEAD) )
		return;

	if (Message_avis[m_index].anim_data != NULL) {
		do {
			rc = anim_free( Message_avis[m_index].anim_data );
			try_count++;

			// -2 is to catch a point where the data isn't valid and we want
			// to just abort right now rather than to keep trying
			if (rc == -2)
				break;

			// stop at 25 tries to avoid a possible endless loop
		} while ( rc && (try_count < 25) );

		Message_avis[m_index].anim_data = NULL;
	}
}

// called to do cleanup when leaving a mission
void message_mission_shutdown()
{
	int i;

	mprintf(("Unloading in mission messages\n"));

	training_mission_shutdown();

	// kill/stop all playing messages sounds and animations if we need to
	if (Num_messages_playing) {
		message_kill_all(1);
	}

	// remove the wave sounds from memory
	for (i = 0; i < Num_message_waves; i++ ) {
		if ( Message_waves[i].num != -1 ){
			snd_unload( Message_waves[i].num );
		}
	}

	fsspeech_stop();

	// free up remaining anim data - taylor
	for (i=0; i<Num_message_avis; i++) {
		message_mission_free_avi(i);
	}

	// Goober5000 - free up special messages
	for (i = 0; i < MAX_MESSAGE_Q; i++)
	{
		if (MessageQ[i].special_message != NULL)
		{
			vm_free(MessageQ[i].special_message);
			MessageQ[i].special_message = NULL;
		}
	}
}

// call from game_shutdown() ONLY!!!
void message_mission_close()
{
	// free the persona data
	if (Personas != NULL) {
		vm_free( Personas );
		Personas = NULL;
	}
}

// functions to deal with queuing messages to the message system.

//	Compare function for sorting message queue entries based on priority.
//	Return values set to sort array in _decreasing_ order.  If priorities equal, sort based
// on time added into queue
int message_queue_priority_compare(const void *a, const void *b)
{
	message_q *ma, *mb;

	ma = (message_q *) a;
	mb = (message_q *) b;

	if (ma->priority > mb->priority) {
		return -1;
	} else if (ma->priority < mb->priority) {
		return 1;
	} else if (ma->time_added < mb->time_added) {
		return -1;
	} else if (ma->time_added > mb->time_added) {
		return 1;
	} else {
		return 0;
	}
}

// function to kill all currently playing messages.  kill_all parameter tells us to
// kill only the animations that are playing, or wave files too
void message_kill_all( int kill_all )
{
	int i;

	Assert( Num_messages_playing );

	// kill sounds for all voices currently playing
	for ( i = 0; i < Num_messages_playing; i++ ) {
		if ( (Playing_messages[i].anim != NULL) && anim_playing(Playing_messages[i].anim) ) {
			anim_stop_playing( Playing_messages[i].anim );
			Playing_messages[i].anim=NULL;
		}

		if ( kill_all ) {
			if ( (Playing_messages[i].wave != -1 ) && snd_is_playing(Playing_messages[i].wave) ){
				snd_stop( Playing_messages[i].wave );
			}

			Playing_messages[i].shipnum = -1;
		}
	}

	if ( kill_all ) {
		Num_messages_playing = 0;
	}

	fsspeech_stop();
}

// function to kill nth playing message
void message_kill_playing( int message_num )
{
	Assert( message_num < Num_messages_playing );

	if ( (Playing_messages[message_num].anim != NULL) && anim_playing(Playing_messages[message_num].anim) ) {
		anim_stop_playing( Playing_messages[message_num].anim );
		Playing_messages[message_num].anim=NULL;
	}
	if ( (Playing_messages[message_num].wave != -1 ) && snd_is_playing(Playing_messages[message_num].wave) )
		snd_stop( Playing_messages[message_num].wave );

	Playing_messages[message_num].shipnum = -1;

	fsspeech_stop();
}


// returns true if all messages currently playing are builtin messages
int message_playing_builtin()
{
	int i;

	for ( i = 0; i < Num_messages_playing; i++ ) {
		if ( Playing_messages[i].id >= Num_builtin_messages ){
			break;
		}
	}

	// if we got through the list without breaking, all playing messages are builtin messages
	if ( i == Num_messages_playing ){
		return 1;
	} else {
		return 0;
	}
}

// returns true in any playing message is of the specific builtin type
int message_playing_specific_builtin( int builtin_type )
{
	int i;

	for (i = 0; i < Num_messages_playing; i++ ) {
		if ( (Playing_messages[i].id < Num_builtin_messages) && (Playing_messages[i].builtin_type == builtin_type) ){
			return 1;
		}
	}

	return 0;
}

// returns true if all messages current playing are unique messages
int message_playing_unique()
{
	int i;

	for ( i = 0; i < Num_messages_playing; i++ ) {
		if ( Playing_messages[i].id < Num_builtin_messages ){
			break;
		}
	}

	// if we got through the list without breaking, all playing messages are builtin messages
	if ( i == Num_messages_playing ){
		return 1;
	} else {
		return 0;
	}
}


// returns the highest priority of the currently playing messages
#define MESSAGE_GET_HIGHEST		1
#define MESSAGE_GET_LOWEST			2
int message_get_priority(int which)
{
	int i;
	int priority;

	if ( which == MESSAGE_GET_HIGHEST ){
		priority = MESSAGE_PRIORITY_LOW;
	} else {
		priority = MESSAGE_PRIORITY_HIGH;
	}

	for ( i = 0; i < Num_messages_playing; i++ ) {
		if ( (which == MESSAGE_GET_HIGHEST) && (Playing_messages[i].priority > priority) ){
			priority = Playing_messages[i].priority;
		} else if ( (which == MESSAGE_GET_LOWEST) && (Playing_messages[i].priority < priority) ){
			priority = Playing_messages[i].priority;
		}
	}

	return priority;
}


// removes current message from the queue
void message_remove_from_queue(message_q *q)
{	
	// quick out if nothing to do.
	if ( MessageQ_num <= 0 ) {
		return;
	}	

	MessageQ_num--;
	q->priority = -1;
	q->time_added = -1;
	q->message_num = -1;
	q->builtin_type = -1;
	q->min_delay_stamp = -1;
	q->group = 0;

	// Goober5000
	if (q->special_message != NULL)
	{
		vm_free(q->special_message);
		q->special_message = NULL;
	}

	if ( MessageQ_num > 0 ) {
		insertion_sort(MessageQ, MAX_MESSAGE_Q, sizeof(message_q), message_queue_priority_compare);
	}
}

// Load in the sound data for a message.
//
// index - index into the Message_waves[] array
//
void message_load_wave(int index, const char *filename)
{
	if (index == -1) {
		Int3();
		return;
	}

	if ( Message_waves[index].num >= 0) {
		return;
	}

	if ( !Sound_enabled ) {
		Message_waves[index].num = -1;
		return;
	}

	game_snd tmp_gs;
	memset(&tmp_gs, 0, sizeof(game_snd));
	strcpy_s( tmp_gs.filename, filename );
	Message_waves[index].num = snd_load( &tmp_gs, 0 );

	if (Message_waves[index].num == -1)
		nprintf(("messaging", "Cannot load message wave: %s.  Will not play\n", Message_waves[index].name));
}

// Goober5000
bool message_filename_is_generic(char *filename)
{
	if (!strnicmp(filename, "cuevoice.wav", 8)) return true;
	if (!strnicmp(filename, "emptymsg.wav", 8)) return true;
	if (!strnicmp(filename, "generic.wav", 7)) return true;
	if (!strnicmp(filename, "msgstart.wav", 8)) return true;

	return false;
}

// Play wave file associated with message
// input: m		=>		pointer to message description
//
// note: changes Messave_wave_duration, Playing_messages[].wave, and Message_waves[].num
bool message_play_wave( message_q *q )
{
	int index;
	MissionMessage *m;
	char filename[MAX_FILENAME_LEN];

	m = &Messages[q->message_num];

	if ( m->wave_info.index >= 0 ) {
		index = m->wave_info.index;
		strcpy_s( filename, Message_waves[index].name );

		// Goober5000 - if we're using simulated speech, it should pre-empt the generic beeps
		if (fsspeech_play_from(FSSPEECH_FROM_INGAME) && message_filename_is_generic(filename))
			return false;

		// if we need to bash the wave name because of "conversion" to terran command, do it here
		if ( q->flags & MQF_CONVERT_TO_COMMAND ) {
			char *p, new_filename[MAX_FILENAME_LEN];

			Message_waves[index].num = -1;					// forces us to reload the message

			// bash the filename here. Look for "[1-6]_" at the front of the message.  If found, then
			// convert to TC_*
			p = strchr(filename, '_' );
			if ( p == NULL ) {
				mprintf(("Cannot convert %s to terran command wave -- find Sandeep or Allender\n", Message_waves[index].name));
				return false;
			}

			// prepend the command name, and then the rest of the filename.
			p++;
			strcpy_s( new_filename, COMMAND_WAVE_PREFIX );
			strcat_s( new_filename, p );
			strcpy_s( filename, new_filename );
		}

		// load the sound file into memory
		message_load_wave(index, filename);
		if ( Message_waves[index].num == -1 ) {
			m->wave_info.index = -1;
		}

		if ( m->wave_info.index >= 0 ) {
			// this call relies on the fact that snd_play returns -1 if the sound cannot be played
			Message_wave_duration = snd_get_duration(Message_waves[index].num);
			Playing_messages[Num_messages_playing].wave = snd_play_raw( Message_waves[index].num, 0.0f );

			return (Playing_messages[Num_messages_playing].wave != -1);
		}
	}

	return false;
}

// Determine the starting frame for the animation
// input:	time	=>		time of voice clip, in ms
//				ani	=>		pointer to anim data
//				reverse	=>	flag to indicate that the start should be time ms from the end (used for death screams)
int message_calc_anim_start_frame(int time, anim *ani, int reverse)
{
	float	wave_time, anim_time;
	int	start_frame;

	start_frame=0;

	// If no voice clip exists, start from beginning of anim
	if ( time <= 0 ) {
		return start_frame;
	}

	// convert time to seconds
	wave_time = time/1000.0f;
	anim_time = ani->time;

	// If voice clip is longer than anim, start from beginning of anim
	if ( wave_time >= (anim_time) ) {
		return start_frame;
	}

	if ( reverse ) {
		start_frame = (ani->total_frames-1) - fl2i(ani->fps * wave_time + 0.5f);
	} else {
		int num_frames_extra;
		num_frames_extra = fl2i(ani->fps * (anim_time - wave_time) + 0.5f);
		if ( num_frames_extra > 0 ) {
			start_frame=rand()%num_frames_extra;
		}
	}

	if ( start_frame < 0 ) {
		Int3();
		start_frame=0;
	}

	return start_frame;
}

// Play animation associated with message
// input:	m		=>		pointer to message description
//				q		=>		message queue data
//
// note: changes Messave_wave_duration, Playing_messages[].wave, and Message_waves[].num
void message_play_anim( message_q *q )
{
	message_extra	*anim_info;
	int				is_death_scream=0, persona_index=-1, rand_index=0;
	char				ani_name[MAX_FILENAME_LEN], *p;
	MissionMessage	*m;

	// don't even bother with this stuff if the gauge is disabled - taylor
	if ( !hud_gauge_active(HUD_TALKING_HEAD) ) {
		return;
	}

	m = &Messages[q->message_num];

	// check to see if the avi_index is valid -- try and load/play the avi if so.
	if ( m->avi_info.index < 0 ) {
		return;
	}

	anim_info = &Message_avis[m->avi_info.index];

	// get the filename.  Strip off the extension since we won't need it anyway
	strcpy_s(ani_name, anim_info->name);
	p = strchr(ani_name, '.');			// gets us to the extension
	if ( p ) {
		*p = '\0';
	}

	// builtin messages are given a base ani which we should add a suffix on before trying
	// to load the animation.  See if this message is a builtin message which has a persona
	// attached to it.  Deal with munging the name

	// support ships use a wingman head.
	// terran command uses its own set of heads.
	int subhead_selected = FALSE;
	if ( (q->message_num < Num_builtin_messages) || !(_strnicmp(HEAD_PREFIX_STRING, ani_name, strlen(HEAD_PREFIX_STRING)-1)) ) {
		persona_index = m->persona_index;
		
		// if this ani should be converted to a terran command, set the persona to the command persona
		// so the correct head plays.
		if ( q->flags & MQF_CONVERT_TO_COMMAND ) {
			persona_index = The_mission.command_persona;
			strcpy_s( ani_name, COMMAND_HEAD_PREFIX );
		}

		// Goober5000 - guard against negative array indexing; this way, if no persona was
		// assigned, the logic will drop down below like it's supposed to
		if (persona_index >= 0)
		{
			if ( Personas[persona_index].flags & (PERSONA_FLAG_WINGMAN | PERSONA_FLAG_SUPPORT) ) {
				// get a random head
				if ( q->builtin_type == MESSAGE_WINGMAN_SCREAM ) {
					rand_index = MAX_WINGMAN_HEADS;		// [0,MAX) are regular heads; MAX is always death head
					is_death_scream = 1;
				} else {
					rand_index = ((int) Missiontime % MAX_WINGMAN_HEADS);
				}
				sprintf(ani_name, "%s%c", ani_name, 'a'+rand_index);
				subhead_selected = TRUE;
			} else if ( Personas[persona_index].flags & (PERSONA_FLAG_COMMAND | PERSONA_FLAG_LARGE) ) {
				// get a random head
				// Goober5000 - *sigh*... if mission designers assign a command persona
				// to a wingman head, they risk having the death ani play
				if ( !strnicmp(ani_name, "Head-TP", 7) || !strnicmp(ani_name, "Head-VP", 7) ) {
					mprintf(("message '%s' incorrectly assigns a command/largeship persona to a wingman animation!\n", m->name));
					rand_index = ((int) Missiontime % MAX_WINGMAN_HEADS);
				} else {
					rand_index = ((int) Missiontime % MAX_COMMAND_HEADS);
				}

				sprintf(ani_name, "%s%c", ani_name, 'a'+rand_index);
				subhead_selected = TRUE;
			} else {
				mprintf(("message '%s' uses an unrecognized persona type\n", m->name));
			}
		}

		if (!subhead_selected) {
			// choose between a and b
			rand_index = ((int) Missiontime % MAX_WINGMAN_HEADS);
			sprintf(ani_name, "%s%c", ani_name, 'a'+rand_index);
			mprintf(("message '%s' with invalid head.  Fix by assigning persona to the message.\n", m->name));
		}
		nprintf(("Messaging", "playing head %s for %s\n", ani_name, q->who_from));
	}

	// check to see if the avi has been loaded.  If not, then load the AVI.  On an error loading
	// the avi, set the top level index to -1 to avoid multiple tries at loading the flick.

	// if there is something already here that's not this same file then go ahead a let go of it - taylor
	if ( (anim_info->anim_data != NULL) && !strstr(anim_info->anim_data->name, ani_name) ) {
		message_mission_free_avi( m->avi_info.index );
	}

	anim_info->anim_data = anim_load( ani_name, CF_TYPE_ANY, 0 );

	if ( anim_info->anim_data == NULL ) {
		nprintf (("messaging", "Cannot load message avi %s.  Will not play.\n", ani_name));
		m->avi_info.index = -1;			// if cannot load the avi -- set this index to -1 to avoid trying to load multiple times
	}

	if ( m->avi_info.index >= 0 ) {
		// This call relies on the fact that AVI_play will return -1 if the AVI cannot be played
		// if any messages are already playing, kill off any head anims that are currently playing.  We will
		// only play a head anim of the newest messages being played
		if ( Num_messages_playing > 0 ) {
			nprintf(("messaging", "killing off any currently playing head animations\n"));
			message_kill_all( 0 );
		}

		if ( hud_disabled() ) {
			return;
		}

		int anim_start_frame;
		anim_play_struct aps;

		// figure out anim start frame
		anim_start_frame = message_calc_anim_start_frame(Message_wave_duration, anim_info->anim_data, is_death_scream);
		anim_play_init(&aps, anim_info->anim_data, Head_coords[gr_screen.res][0], Head_coords[gr_screen.res][1]);
		aps.start_at = anim_start_frame;

		// aps.color = &HUD_color_defaults[HUD_color_alpha];
		aps.color = &HUD_config.clr[HUD_TALKING_HEAD];

		Playing_messages[Num_messages_playing].anim = anim_play(&aps);
	}
}

// process the message queue -- called once a frame
void message_queue_process()
{	
	char	buf[MESSAGE_LENGTH];
	char who_from[NAME_LENGTH];	
	message_q *q;
	int i;
	MissionMessage *m;

	// Don't play messages until first frame has been rendered
	if ( Framecount < 2 ) {
		return;
	}

	// determine if all playing messages (if any) are done playing.  If any are done, remove their
	// entries collapsing the Playing_messages array if necessary
	if ( Num_messages_playing > 0 ) {

		// for each message playing, determine if it is done.
		i = 0;
		while ( i < Num_messages_playing ) {
			int ani_done, wave_done, j;

			ani_done = 1;
			if ( (Playing_messages[i].anim != NULL) && anim_playing(Playing_messages[i].anim) )
				ani_done = 0;

			wave_done = 1;

//			if ( (Playing_messages[i].wave != -1) && snd_is_playing(Playing_messages[i].wave) )
			if ( (Playing_messages[i].wave != -1) && (snd_time_remaining(Playing_messages[i].wave) > 250) )
				wave_done = 0;

			// Goober5000
			if (fsspeech_playing())
				wave_done = 0;

			// AL 1-20-98: If voice message is done, kill the animation early
			if ( (Playing_messages[i].wave != -1) && wave_done ) {
				if ( !ani_done ) {
					anim_stop_playing( Playing_messages[i].anim );
				}
			}

			//if player is a traitor remove all messages that aren't traitor related
			if ((Playing_messages[i].builtin_type != MESSAGE_OOPS) && (Playing_messages[i].builtin_type != MESSAGE_HAMMER_SWINE)) {
				if ( (Player_ship->team == Iff_traitor) && ( !(Game_mode & GM_MULTIPLAYER) || !(Netgame.type_flags & NG_TYPE_DOGFIGHT) ) ) {
					message_kill_playing(i);
					i++;
					continue;
				}
			}

			// see if the ship sending this message is dying.  If do, kill wave and anim
			if ( Playing_messages[i].shipnum != -1 ) {
				if ( (Ships[Playing_messages[i].shipnum].flags & SF_DYING) && (Playing_messages[i].builtin_type != MESSAGE_WINGMAN_SCREAM) ) {
					int shipnum;

					shipnum = Playing_messages[i].shipnum;
					message_kill_playing( i );
					// force this guy to scream
					// AL 22-2-98: Ensure don't use -1 to index into ships array.  Mark, something is incorrect 
					//             here, since message_kill_playing() seems to always set Playing_messages[i].shipnum to -1
					// MWA 3/24/98 -- save shipnum before killing message
					// 
					Assert( shipnum >= 0 );
					if ( !(Ships[shipnum].flags & SF_SHIP_HAS_SCREAMED) && !(Ships[shipnum].flags2 & SF2_NO_DEATH_SCREAM) ) {
						ship_scream( &Ships[shipnum] );
					}
					continue;							// this should keep us in the while() loop with same value of i.														
				}											// we should enter the next 'if' statement during next pass
			}

			// if both ani and wave are done, mark internal variable so we can do next message on queue, and
			// global variable to clear voice brackets on hud
			if ( wave_done && ani_done ) {
				nprintf(("messaging", "Message %d is done playing\n", i));
				Message_shipnum = -1;
				Num_messages_playing--;
				if ( Num_messages_playing == 0 )
					break;

				// there is still another message playing.  Collapse the playing_message array
				nprintf(("messaging", "Collapsing playing message stack\n"));
				for ( j = i+1; j < Num_messages_playing + 1; j++ ) {
					Playing_messages[j-1] = Playing_messages[j];
				}
			} else {
				// messages is not done playing -- move to next message
				i++;
			}
		}
	}

	// preprocess message queue and remove anything on the queue that is too old.  If next message on
	// the queue can be played, then break out of the loop.  Otherwise, loop until nothing on the queue
	while ( MessageQ_num > 0 ) {
		q = &MessageQ[0];		
		if ( timestamp_valid(q->window_timestamp) && timestamp_elapsed(q->window_timestamp) && !q->group) {
			// remove message from queue and see if more to remove
			nprintf(("messaging", "Message %s didn't play because it didn't fit into time window.\n", Messages[q->message_num].name));
			if ( q->message_num < Num_builtin_messages ){			// we should only ever remove builtin messages this way
				message_remove_from_queue(q);
			} else {
				break;
			}
		} else {
			break;
		}
	}

	// no need to process anything if there isn't anything on the queue
	if ( MessageQ_num <= 0 ){
		return;
	}

	// get a pointer to an item on the queue
	int found = -1;
	int idx = 0;
	while((found == -1) && (idx < MessageQ_num)){
		// if this guy has no min delay timestamp, or it has expired, select him
		if((MessageQ[idx].min_delay_stamp == -1) || timestamp_elapsed(MessageQ[idx].min_delay_stamp)){
			found = idx;
			break;
		}

		// next
		idx++;
	}

	// if we didn't find anything, bail
	if(found == -1){
		return;
	}
	// if this is not the first item on the queue, make it the first item
	if(found != 0){
		message_q temp;

		// store the entry
		memcpy(&temp, &MessageQ[found], sizeof(message_q));

		// move all other entries up
		for(idx=found; idx>0; idx--){
			memcpy(&MessageQ[idx], &MessageQ[idx-1], sizeof(message_q));
		}

		// plop the entry down as being first
		memcpy(&MessageQ[0], &temp, sizeof(message_q));
	}

	q = &MessageQ[0];
	Assert ( q->message_num != -1 );
	Assert ( q->priority != -1 );
	Assert ( q->time_added != -1 );

	if ( Num_messages_playing ) {
		// peek at the first message on the queue to see if it should interrupt, or overlap a currently
		// playing message.  Mission specific messages will always interrupt builtin messages.  They
		// will never interrupt other mission specific messages.
		//
		//  Builtin message might interrupt other builtin messages, or overlap them, all depending on
		// message priority.

		if ( q->builtin_type == MESSAGE_HAMMER_SWINE ) {
			message_kill_all(1);
		} else if ( message_playing_specific_builtin(MESSAGE_HAMMER_SWINE) ) {
			MessageQ_num = 0;
			return;
		} else if ( message_playing_builtin() && ( q->message_num >= Num_builtin_messages) && (q->priority > MESSAGE_PRIORITY_LOW) ) {
			// builtin is playing and we have a unique message to play.  Kill currently playing message
			// so unique can play uninterrupted.  Only unique messages higher than low priority will interrupt
			// other messages.
			message_kill_all(1);
			nprintf(("messaging", "Killing all currently playing messages to play unique message\n"));
		} else if ( message_playing_builtin() && (q->message_num < Num_builtin_messages) ) {
			// when a builtin message is queued, we might either overlap or interrupt the currently
			// playing message.
			//
			// we have to check for num_messages_playing (again), since code for death scream might
			// kill all messages.
			if ( Num_messages_playing ) {
				if ( message_get_priority(MESSAGE_GET_HIGHEST) < q->priority ) {
					// lower priority message playing -- kill it.
					message_kill_all(1);
					nprintf(("messaging", "Killing all currently playing messages to play high priority builtin\n"));
				} else if ( message_get_priority(MESSAGE_GET_LOWEST) > q->priority ) {
					// queued message is a lower priority, so wait it out
					return;
				} else {
					// if we get here, then queued messages is a builtin message with the same priority
					// as the currently playing messages.  This state will cause messages to overlap.
					nprintf(("messaging", "playing builtin message (overlap) because priorities match\n"));
				}
			}
		} else if ( message_playing_unique() && (q->message_num < Num_builtin_messages) ) {
			// code messages can kill any low priority mission specific messages
			if ( Num_messages_playing ) {
				if ( message_get_priority(MESSAGE_GET_HIGHEST) == MESSAGE_PRIORITY_LOW ) {
					message_kill_all(1);
					nprintf(("messaging", "Killing low priority unique messages to play code message\n"));
				} else {
					return;			// do nothing.
				}
			}
		} else {
			return;
		}
	}

	// if we are playing the maximum number of voices, then return.  Make the check here since the above
	// code might kill off currently playing messages
	if ( Num_messages_playing == MAX_PLAYING_MESSAGES )
		return;

	// Goober5000 - argh, don't conflate special sources with ships!
	// NOTA BENE: don't check for != MESSAGE_SOURCE_COMMAND, because with the new command persona code, Command could be a ship
	if ( q->source != MESSAGE_SOURCE_SPECIAL ) {
		Message_shipnum = ship_name_lookup( q->who_from );

		// see if we need to check if sending ship is alive
		if ( (Message_shipnum < 0) && (q->flags & MQF_CHECK_ALIVE) ) {
			goto all_done;
		}
	}

	// if this is a ship, then don't play anything if this ship is already talking
	if ( Message_shipnum != -1 ) {
		for ( i = 0; i < Num_messages_playing; i++ ) {
			if ( (Playing_messages[i].shipnum != -1) && (Playing_messages[i].shipnum == Message_shipnum) ){
				return;
			}
		}
	}

	// set up module globals for this message
	m = &Messages[q->message_num];
	Playing_messages[Num_messages_playing].anim = NULL;
	Playing_messages[Num_messages_playing].wave  = -1;
	Playing_messages[Num_messages_playing].id  = q->message_num;
	Playing_messages[Num_messages_playing].priority = q->priority;
	Playing_messages[Num_messages_playing].shipnum = Message_shipnum;
	Playing_messages[Num_messages_playing].builtin_type = q->builtin_type;

	Message_wave_duration = 0;

	// translate tokens in message to the real things
	if (q->special_message == NULL)
		message_translate_tokens(buf, m->message);
	else
		message_translate_tokens(buf, q->special_message);

	// AL: added 07/14/97.. only play avi/sound if in gameplay
	if ( gameseq_get_state() != GS_STATE_GAME_PLAY )
		goto all_done;

	// AL 4-7-98: Can't receive messages if comm is destroyed
	if ( hud_communications_state(Player_ship) == COMM_DESTROYED ) {
		goto all_done;
	}

	//	Don't play death scream unless a small ship.
	if ( q->builtin_type == MESSAGE_WINGMAN_SCREAM ) {
		if (!((Ship_info[Ships[Message_shipnum].ship_info_index].flags & SIF_SMALL_SHIP) || (Ships[Message_shipnum].flags2 & SF2_ALWAYS_DEATH_SCREAM)) ) {
			goto all_done;
		}
	}

	// play wave first, since need to know duration for picking anim start frame
	if(message_play_wave(q) == false) {
		fsspeech_play(FSSPEECH_FROM_INGAME, buf);
	}

	// play animation for head
	#ifndef DEMO // do we want this for FS2_DEMO
		message_play_anim(q);
	#endif
	
	// distort the message if comms system is damaged
	message_maybe_distort_text(buf);

#ifndef NDEBUG
	// debug only -- if the message is a builtin message, put in parens whether or not the voice played
	if ( Sound_enabled && (Playing_messages[Num_messages_playing].wave == -1) ) {
		strcat_s( buf, NOX("..(no wavefile for voice)"));
		snd_play(&Snds[SND_CUE_VOICE]);
	}
#endif
	
	strncpy (who_from, q->who_from, NAME_LENGTH);

	// if this is a ship, do we use name or callsign or ship class?
	if ( Message_shipnum >= 0 ) {
		ship *shipp = &Ships[Message_shipnum];
		if ( shipp->callsign_index >= 0 ) {
			hud_stuff_ship_callsign( who_from, shipp );
		} else if ( ((Iff_info[shipp->team].flags & IFFF_WING_NAME_HIDDEN) && (shipp->wingnum != -1)) || (shipp->flags2 & SF2_HIDE_SHIP_NAME) ) {
			hud_stuff_ship_class( who_from, shipp );
		} else {
			end_string_at_first_hash_symbol(who_from);
		}
	}

	HUD_sourced_printf( q->source, NOX("%s: %s"), who_from, buf );

	if ( Message_shipnum >= 0 ) {
		hud_target_last_transmit_add(Message_shipnum);
	}

all_done:
	Num_messages_playing++;
	message_remove_from_queue( q );
}

// queues up a message to display to the player
void message_queue_message( int message_num, int priority, int timing, char *who_from, int source, int group, int delay, int builtin_type )
{
	int i, m_persona;
	char temp_buf[MESSAGE_LENGTH];

	if ( message_num < 0 ) return;

	// some messages can get queued quickly.  Try to filter out certain types of messages before
	// they get queued if there are other messages of the same type already queued
	if ( (builtin_type == MESSAGE_REARM_ON_WAY) || (builtin_type == MESSAGE_OOPS) ) {
		// if it is already playing, then don't play it
		if ( message_playing_specific_builtin(builtin_type) ) 
			return;

		for ( i = 0; i < MessageQ_num; i++ ) {
			// if one of these messages is already queued, then don't play
			if ( (MessageQ[i].message_num == message_num) && (MessageQ[i].builtin_type == builtin_type) )
				return;

		}
	}

	// check to be sure that we haven't reached our max limit on these messages yet.
	if ( MessageQ_num == MAX_MESSAGE_Q ) {
		mprintf(("Message queue already full. Message will not be added!\n"));										
		return;
	}

	// if player is a traitor, no messages for him!!!
	// unless those messages are traitor related
	// Goober5000 - allow messages during multiplayer dogfight (Mantis #1436)
	if ( (Player_ship->team == Iff_traitor) && ( !(Game_mode & GM_MULTIPLAYER) || !(Netgame.type_flags & NG_TYPE_DOGFIGHT) ) ) {
		if ((builtin_type != MESSAGE_OOPS) && (builtin_type != MESSAGE_HAMMER_SWINE)) {
			return;
		}
	}

	m_persona = Messages[message_num].persona_index;

	// put the message into a slot
	i = MessageQ_num;
	MessageQ[i].time_added = Missiontime;
	MessageQ[i].priority = priority;
	MessageQ[i].message_num = message_num;
	MessageQ[i].source = source;
	MessageQ[i].builtin_type = builtin_type;
	MessageQ[i].min_delay_stamp = timestamp(delay);
	MessageQ[i].group = group;
	strcpy_s(MessageQ[i].who_from, who_from);

	// Goober5000 - this shouldn't happen, but let's be safe
	if (MessageQ[i].special_message != NULL)
	{
		Int3();
		vm_free(MessageQ[i].special_message);
		MessageQ[i].special_message = NULL;
	}

	// Goober5000 - replace variables if necessary
	strcpy_s(temp_buf, Messages[message_num].message);
	if (sexp_replace_variable_names_with_values(temp_buf, MESSAGE_LENGTH))
		MessageQ[i].special_message = vm_strdup(temp_buf);

	// SPECIAL HACK -- if the who_from is terran command, and there is a wingman persona attached
	// to this message, then set a bit to tell the wave/anim playing code to play the command version
	// of the wave and head
	MessageQ[i].flags = 0;
	if ( !stricmp(who_from, The_mission.command_sender) && (m_persona != -1) && (Personas[m_persona].flags & PERSONA_FLAG_WINGMAN) ) {
		MessageQ[i].flags |= MQF_CONVERT_TO_COMMAND;
		MessageQ[i].source = HUD_SOURCE_TERRAN_CMD;
	}

	if ( (m_persona != -1) && (Personas[m_persona].flags & PERSONA_FLAG_WINGMAN) ) {
		if ( !strstr(who_from, ".wav") ) {
			MessageQ[i].flags |= MQF_CHECK_ALIVE;
		}
	}

	// set the timestamp of when to play this message based on the 'timing' value
	if ( timing == MESSAGE_TIME_IMMEDIATE )
		MessageQ[i].window_timestamp = timestamp(MESSAGE_IMMEDIATE_TIMESTAMP);
	else if ( timing == MESSAGE_TIME_SOON )
		MessageQ[i].window_timestamp = timestamp(MESSAGE_SOON_TIMESTAMP);
	else
		MessageQ[i].window_timestamp = timestamp(MESSAGE_ANYTIME_TIMESTAMP);		// make invalid

	MessageQ_num++;
	insertion_sort(MessageQ, MAX_MESSAGE_Q, sizeof(message_q), message_queue_priority_compare);

	// Try to start it!
	// MWA -- called every frame from game loop
	//message_queue_process();
}

// function to return the persona index of the given ship.  If it isn't assigned, it will be
// in this function.  persona_type could be a wingman, Terran Command, or other generic ship
// type personas.  ship is the ship we should assign a persona to
int message_get_persona( ship *shipp )
{
	int i = 0, ship_type, count;
	int *slist = new int[Num_personas];
	memset( slist, 0, sizeof(int) * Num_personas );

	if ( shipp != NULL ) {
		// see if this ship has a persona
		if ( shipp->persona_index != -1 ) {
		//	return shipp->persona_index;
			i = shipp->persona_index;
			goto I_Done;
		}

		// get the type of ship (i.e. support, fighter/bomber, etc)
		ship_type = Ship_info[shipp->ship_info_index].flags;

		int persona_needed;
		count = 0;

		if ( ship_type & (SIF_FIGHTER|SIF_BOMBER) )
		{
			persona_needed = PERSONA_FLAG_WINGMAN;
		} else if ( ship_type & SIF_SUPPORT ) 
		{
			persona_needed = PERSONA_FLAG_SUPPORT;
		}
		else 
		{
			persona_needed = PERSONA_FLAG_LARGE;
		}

		// first try to go for an unused persona
		for (i = 0; i < Num_personas; i++)
		{
			// this Persona is not our species - skip it
			if (Personas[i].species != Ship_info[shipp->ship_info_index].species)
				continue;

			// check the ship types, and don't try to assign those which don't type match
			if ( Personas[i].flags & persona_needed)
			{
				if (!(Personas[i].flags & PERSONA_FLAG_USED))
				{
					// if it hasn't been used - USE IT!
					Personas[i].flags |= PERSONA_FLAG_USED;
				//	return i;
					goto I_Done;
				}
				else
				{
					// otherwise add it to our list of valid options to randomly select from
					slist[count] = i;
					count++;
				}
			}
		}

		// we didn't find an unused one - so we randomly select one
		if(count != 0)
		{
			i = (rand() % count);
			i = slist[i];
		}
		// RT Protect against count being zero
		else
			i = slist[0];

		//return i;
		goto I_Done;
	}

	// for now -- we don't support other types of personas (non-wingman personas)
	Int3();
//	return 0;

I_Done:
	delete[] slist;

	return i;
}

// given a message id#, should it be filtered for me?
int message_filter_multi(int id)
{
	// not multiplayer
	if(!(Game_mode & GM_MULTIPLAYER)){
		return 0;
	}

	// bogus
	if((id < 0) || (id >= Num_messages)){
		mprintf(("Filtering bogus mission message!\n"));
		return 1;
	}

	// builtin messages
	if(id < Num_builtin_messages){
	}
	// mission-specific messages
	else {
		// not team filtered
		if(Messages[id].multi_team < 0){
			return 0;
		}

		// not TvT
		if(!(Netgame.type_flags & NG_TYPE_TEAM)){
			return 0;
		}

		// is this for my team?
		if((Net_player != NULL) && (Net_player->p_info.team != Messages[id].multi_team)){
			mprintf(("Filtering team-based mission message!\n"));
			return 1;
		}
	}		
	
	return 0;
}

// send_unique_to_player sends a mission unique (specific) message to the player (possibly a multiplayer
// person).  These messages are *not* the builtin messages
void message_send_unique_to_player( char *id, void *data, int m_source, int priority, int group, int delay )
{
	int i, source;
	char *who_from;

	source = 0;
	who_from = NULL;
	for (i=0; i<Num_messages; i++) {
		// find the message
		if ( !stricmp(id, Messages[i].name) ) {

			// if the ship pointer and special_who are both NULL then this is from generic "Terran Command"
			// if the ship is NULL and special_who is not NULL, then this is from special_who
			// otherwise, message is from ship.
			if ( m_source == MESSAGE_SOURCE_COMMAND ) {
				who_from = The_mission.command_sender;
				source = HUD_SOURCE_TERRAN_CMD;
			} else if ( m_source == MESSAGE_SOURCE_SPECIAL ) {
				who_from = (char *)data;
				source = HUD_SOURCE_TERRAN_CMD;
			} else if ( m_source == MESSAGE_SOURCE_WINGMAN ) {
				int m_persona, ship_index;

				// find a wingman with the same persona as this message.  If the message's persona doesn't
				// exist, we will use Terran command
				m_persona = Messages[i].persona_index;
				if ( m_persona == -1 ) {
					mprintf(("Warning:  Message %s has no persona assigned.\n", Messages[i].name));
				}

				// get a ship. we allow silenced ships since this is a unique messange and therefore the mission designer 
				// should have taken into account that the ship may have been silenced.
				ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 0.0f, m_persona, 1, Messages[i].multi_team);

				// if the ship_index is -1, then make the message come from Terran command
				if ( ship_index == -1 ) {
					who_from = The_mission.command_sender;
					source = HUD_SOURCE_TERRAN_CMD;
				} else {
					who_from = Ships[ship_index].ship_name;
					source = HUD_team_get_source(Ships[ship_index].team);
				}

			} else if ( m_source == MESSAGE_SOURCE_SHIP ) {
				ship *shipp;

				shipp = (ship *)data;
				who_from = shipp->ship_name;
				source = HUD_team_get_source(shipp->team);

				// be sure that this ship can actually send a message!!! (i.e. not-not-flyable -- get it!)
				Assert( !(Ship_info[shipp->ship_info_index].flags & SIF_NOT_FLYABLE) );		// get allender or alan
			}

			// not multiplayer or this message is for me, then queue it
			// if ( !(Game_mode & GM_MULTIPLAYER) || ((multi_target == -1) || (multi_target == MY_NET_PLAYER_NUM)) ){

			// maybe filter it out altogether
			if (!message_filter_multi(i)) {
				message_queue_message( i, priority, MESSAGE_TIME_ANYTIME, who_from, source, group, delay );
			}

			// record to the demo if necessary
			if(Game_mode & GM_DEMO_RECORD){
				demo_POST_unique_message(id, who_from, m_source, priority);
			}

			// send a message packet to a player if destined for everyone or only a specific person
			if ( MULTIPLAYER_MASTER ){
				send_mission_message_packet( i, who_from, priority, MESSAGE_TIME_SOON, source, -1, -1, -1);
			}			

			return;		// all done with displaying		
		}
	}
	nprintf (("messaging", "Couldn't find message id %s to send to player!\n", id ));
}

#define BUILTIN_MATCHES_TYPE		0
#define BUILTIN_MATCHES_SPECIES		1
#define	BUILTIN_MATCHES_EXACTLY		2

typedef	struct matching_builtin {
		int type_of_match;
		int message_index;
}matching_builtin;

// send builtin_to_player sends a message (from messages.tbl) to the player.  These messages are
// the generic informational type messages.  The have priorities like misison specific messages,
// and use a timing to tell how long we should wait before playing this message
void message_send_builtin_to_player( int type, ship *shipp, int priority, int timing, int group, int delay, int multi_target, int multi_team_filter )
{
	int i, persona_index = -1, persona_species = -1, message_index = -1, random_selection = -1;
	int source;
	int num_matching_builtins = 0;
	char *who_from;
	int best_match = -1;

	matching_builtin *current_builtin = new matching_builtin(); 
	SCP_vector <matching_builtin> matching_builtins; 


	// if we aren't showing builtin msgs, bail
	if (The_mission.flags & MISSION_FLAG_NO_BUILTIN_MSGS)
		return;

	// Karajorma - If we aren't showing builtin msgs from command and this is not a ship, bail
	if ( (shipp == NULL) && (The_mission.flags & MISSION_FLAG_NO_BUILTIN_COMMAND) ) 
		return;

	// builtin type isn't supported by this version of the table
	if (!Valid_builtin_message_types[type]) {
		// downgrade certain message types to more generic ones more likely to be supported
		if (type == MESSAGE_HIGH_PRAISE ) {
			type = MESSAGE_PRAISE; 
		}
		else if ( type == MESSAGE_REARM_PRIMARIES ) {
			type = MESSAGE_REARM_REQUEST; 
		}
		else {
			return;
		}

		// check if the downgraded type is also invalid
		if (!Valid_builtin_message_types[type]) {
			return;
		}
	}

	// see if there is a persona assigned to this ship.  If not, then try to assign one!!!
	if ( shipp ) {
		// Karajorma - the game should assert if a silenced ship gets this far
		Assert( !(shipp->flags2 & SF2_NO_BUILTIN_MESSAGES) );

		if ( shipp->persona_index == -1 )
			shipp->persona_index = message_get_persona( shipp );

		persona_index = shipp->persona_index;

		if ( persona_index == -1 )
			nprintf(("messaging", "Couldn't find persona for %s\n", shipp->ship_name ));	

		// be sure that this ship can actually send a message!!! (i.e. not-not-flyable -- get it!)
		Assert( !(Ship_info[shipp->ship_info_index].flags & SIF_NOT_FLYABLE) );		// get allender or alan
	} else {
		persona_index = The_mission.command_persona;				// use the terran command persona
	}

	char *name = Builtin_message_types[type];

	if (persona_index >= 0) {
		persona_species = Personas[persona_index].species;
	}

	// try to find a builtin message with the given type for the given persona
	// we may try to play a message in the wrong persona if we can't find the right message for the given persona
	for ( i = 0; i < Num_builtin_messages; i++ ) {
		// check the type of message
		if ( !stricmp(Messages[i].name, name) ) {
			// condition 1: we have a type match
			current_builtin->message_index = i;
			current_builtin->type_of_match =  BUILTIN_MATCHES_TYPE; 

			// check the species of this persona (if required)
			if ( (persona_species >= 0) && (Personas[Messages[i].persona_index].species == persona_species) ) {
				// condition 2: we have a type + species match
				current_builtin->type_of_match =  BUILTIN_MATCHES_SPECIES; 
			}

			// check the exact persona (if required)
			// NOTE: doesn't need to be nested under the species condition above
			if ( (persona_index >= 0) && (Messages[i].persona_index == persona_index) ) {
				// condition 3: type + species + persona index match	
				current_builtin->type_of_match =  BUILTIN_MATCHES_EXACTLY; 
			}

			if (current_builtin->type_of_match == best_match) {
				num_matching_builtins++;
			}
			// otherwise check to see if the this is the best kind of match we've found so far
			else if (current_builtin->type_of_match > best_match) {
				best_match = current_builtin->type_of_match; 
				num_matching_builtins = 1;
			}

			// add the match to our list
			matching_builtins.push_back(*current_builtin); 
		}
	}

	if (best_match == BUILTIN_MATCHES_SPECIES) {
		nprintf(("messaging", "Couldn't find builtin message %s for persona %d\n", Builtin_message_types[type], persona_index ));
		nprintf(("messaging", "using a message for any persona of that species\n"));
	} else if (best_match == BUILTIN_MATCHES_TYPE) {
		nprintf(("messaging", "Couldn't find builtin message %s for persona %d\n", Builtin_message_types[type], persona_index ));
		nprintf(("messaging", "looking for message for any persona of any species\n"));
	} else if (best_match < 0) {
		nprintf(("messaging", "Couldn't find any builtin message of type %d\n", type ));
		Int3();
		return; 
	}
	
	// since we may have multiple builtins we need to pick one at random
	random_selection = (int)(rand32() % num_matching_builtins) + 1; 

	// loop through the vector until we have found enough elements of the correct matching type
	for (i = 0; i < (int)matching_builtins.size(); i++) {
		if (matching_builtins[i].type_of_match == best_match) {
			random_selection--; 
			if (random_selection == 0) {
				message_index = matching_builtins[i].message_index;
				break;
			}
		}
	}

	Assertion (random_selection == 0, "unable to randomly select built in message correctly, still have %d selections left", random_selection); 

	// get who this message is from -- kind of a hack since we assume Terran Command in the
	// absence of a ship.  This will be fixed later
	if ( shipp ) {
		who_from = shipp->ship_name;
		source = HUD_team_get_source( shipp->team );
	} else {
		who_from = The_mission.command_sender;

		// Goober5000 - if Command is a ship that is present, change the source accordingly
		int shipnum = ship_name_lookup(who_from);
		if (shipnum >= 0)
			source = HUD_team_get_source( Ships[shipnum].team );
		else
			source = HUD_SOURCE_TERRAN_CMD;
	}

	// maybe change the who from here for special rearm cases (always seems like that is the case :-) )
	if ( !stricmp(who_from, The_mission.command_sender) && (type == MESSAGE_REARM_ON_WAY) ){
		who_from = SUPPORT_NAME;
	}

	// determine what we should actually do with this dang message.  In multiplayer, we must
	// deal with the fact that this message might not get played on my machine if I am a server

	// not multiplayer or this message is for me, then queue it
	if ( !(Game_mode & GM_MULTIPLAYER) || ((multi_target == -1) || (multi_target == MY_NET_PLAYER_NUM)) ){

		// if this filter matches mine
		if( (multi_team_filter < 0) || !(Netgame.type_flags & NG_TYPE_TEAM) || ((Net_player != NULL) && (Net_player->p_info.team == multi_team_filter)) ){
			message_queue_message( message_index, priority, timing, who_from, source, group, delay, type );

			// post a builtin message
			if(Game_mode & GM_DEMO_RECORD){
				demo_POST_builtin_message(type, shipp, priority, timing);
			}
		}
	}

	// send a message packet to a player if destined for everyone or only a specific person
	if ( MULTIPLAYER_MASTER ) {
		// only send a message if it is of a particular type
		if(multi_target == -1){
			if(multi_message_should_broadcast(type)){				
				send_mission_message_packet( message_index, who_from, priority, timing, source, type, -1, multi_team_filter );
			}
		} else {
			send_mission_message_packet( message_index, who_from, priority, timing, source, type, multi_target, multi_team_filter );
		}
	}
}

// message_is_playing()
//
// Return the Message_playing flag.  Message_playing is local to MissionMessage.cpp, but
// this info is needed by code in HUDsquadmsg.cpp
//
int message_is_playing()
{
	return Num_messages_playing?1:0;
}

// Functions below pertain only to personas!!!!

// given a character string, try to find the persona index
int message_persona_name_lookup( char *name )
{
	int i;

	for (i = 0; i < Num_personas; i++ ) {
		if ( !stricmp(Personas[i].name, name) )
			return i;
	}

	return -1;
}

extern bool Sexp_Messages_Scrambled;
// Blank out portions of the audio playback for the sound identified by Message_wave
// This works by using the same Distort_pattern[][] that was used to distort the associated text
void message_maybe_distort()
{
	int i;
	int was_muted;

	if ( Num_messages_playing == 0 )
		return;
	
	for ( i = 0; i < Num_messages_playing; i++ ) {
		if ( !snd_is_playing(Playing_messages[i].wave) )
			return;
	}

	// distort the number of voices currently playing
	for ( i = 0; i < Num_messages_playing; i++ ) {
		Assert(Playing_messages[i].wave >= 0 );

		was_muted = 0;

		// added check to see if EMP effect was active
		// 8/24/98 - DB
		if ( (hud_communications_state(Player_ship) != COMM_OK) || emp_active_local() || Sexp_Messages_Scrambled ) {
			was_muted = Message_wave_muted;
			if ( timestamp_elapsed(Next_mute_time) ) {
				Next_mute_time = fl2i(Distort_patterns[Distort_num][Distort_next++] * Message_wave_duration);
				if ( Distort_next >= MAX_DISTORT_LEVELS )
					Distort_next = 0;

				Message_wave_muted ^= 1;
			}
		
			if ( Message_wave_muted ) {
				if ( !was_muted )
					snd_set_volume(Playing_messages[i].wave, 0.0f);
			} else {
				if ( was_muted )
					snd_set_volume(Playing_messages[i].wave, Master_sound_volume);
			}
		}
	}
}


// if the player communications systems are heavily damaged, distort incoming messages.
//
// first case: Message_wave_duration == 0 (this occurs when there is no associated voice playback)
//					Blank out random runs of characters in the message
//
// second case: Message_wave_duration > 0 (occurs when voice playback accompainies message)
//					 Blank out portions of the sound based on Distort_num, this this is that same
//					 data that will be used to blank out portions of the audio playback
//
void message_maybe_distort_text(char *text)
{
	int i, j, len, run, curr_offset, voice_duration, next_distort;

	if ( (hud_communications_state(Player_ship) == COMM_OK) && !emp_active_local() && !Sexp_Messages_Scrambled ) { 
		return;
	}

	len = strlen(text);
	if ( Message_wave_duration == 0 ) {
		next_distort = 5+myrand()%5;
		for ( i = 0; i < len; i++ ) {
			if ( i == next_distort ) {
				run = 3+myrand()%5;
				if ( i+run > len )
					run = len-i;
				for ( j = 0; j < run; j++) {
					text[i++] = '-';
					if ( i >= len )
						break;
				}
				next_distort = i + (5+myrand()%5);
			}
		}
		return;
	}

	voice_duration = Message_wave_duration;

	// distort text
	Distort_num = myrand()%MAX_DISTORT_PATTERNS;
	Distort_next = 0;
	curr_offset = 0;
	while (voice_duration > 0) {
		run = fl2i(Distort_patterns[Distort_num][Distort_next] * len);
		if (Distort_next & 1) {
			for ( i = curr_offset; i < MIN(len, curr_offset+run); i++ ) {
				if ( text[i] != ' ' ) 
					text[i] = '-';
			}
			curr_offset = i;
			if ( i >= len )
				break;
		} else {
			curr_offset += run;
		}

		voice_duration -= fl2i(Distort_patterns[Distort_num][Distort_next]*Message_wave_duration);
		Distort_next++;
		if ( Distort_next >= MAX_DISTORT_LEVELS )
			Distort_next = 0;
	};
	
	Distort_next = 0;
}

// return 1 if a talking head animation is playing, otherwise return 0
int message_anim_is_playing()
{
	int i;

	for (i = 0; i < Num_messages_playing; i++ ) {
		if ( (Playing_messages[i].anim != NULL) && anim_playing(Playing_messages[i].anim) )
			return 1;
	}

	return 0;
}

// Load mission messages (this is called by the level paging code when running with low memory)
void message_pagein_mission_messages()
{
	int i;
	
	mprintf(("Paging in mission messages\n"));

	if (Num_messages <= Num_builtin_messages) {
		return;
	}

	char *sound_filename;

	for (i=Num_builtin_messages; i<Num_messages; i++) {
		if (Messages[i].wave_info.index != -1) {
			sound_filename = Message_waves[Messages[i].wave_info.index].name;
			message_load_wave(Messages[i].wave_info.index, sound_filename);
		}
	}
}

// ---------------------------------------------------
// Add and remove messages - used by autopilot code now, but useful elswhere

bool add_message(char *name, char *message, int persona_index, int multi_team)
{
	MissionMessage msg; 
	strcpy_s(msg.name, name);
	strcpy_s(msg.message, message);
	msg.persona_index = persona_index;
	msg.multi_team = multi_team;
	msg.avi_info.index = -1;
	msg.wave_info.index = -1;
	Messages.push_back(msg);
	Num_messages++;

	return true;
}

bool change_message(char *name, char *message, int persona_index, int multi_team)
{
	for (int i = Num_builtin_messages; i < Num_messages; i++) 
	{
		if (!strcmp(Messages[i].name, name)) 
		{
			strcpy_s(Messages[i].message, message);
			Messages[i].persona_index = persona_index;
			Messages[i].multi_team = multi_team;

			Messages[i].avi_info.index = -1;
			Messages[i].wave_info.index = -1;
			return true;
		}
	}

	// not found.. fall through
	return add_message(name, message, persona_index, multi_team);
}
